this post was submitted on 13 Dec 2023
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Since I'm having untracable issues with Lua due to its API and lackluster documentation, I've decided to drop it from my game engine (PixelPerfectEngine) in favor of some easier to use alternatives.

What I need is:

  • open source
  • small footprint even if it at the cost of some complexity (I need it as a scripting engine, not as a replacement for compiled application languages)
  • integer support (I don't care if I could just round it on the backend)
  • C or C++ ABI
  • can be embedded into a software (yes, there are people that suggest you to use janky solutions like passing data in files and command line)

Even a better Lua implementation would suffice, and if I had the time, I would port the official one to D (my main language), while getting rid of the godawful stack method of control.

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[โ€“] sik0fewl@kbin.social 1 points 9 months ago* (last edited 9 months ago) (1 children)

I've used Squirrel a bit ages ago and it worked quite well. Similar to Lua, but OOP and more C-style syntax.

I'm surprised Lua isn't working out for you, though. It seems like such a simple language. Although I just admit I've never used it before.

[โ€“] ZILtoid1991@kbin.social 2 points 9 months ago* (last edited 9 months ago)

The main issue with Lua isn't the language, but the API, which doesn't want to play nice with my program, and is poorly documented with the assumption that people only want to use the API in the simplest possible way, even at the cost of not using certain functionality.